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February 2003
A
CHAT WITH TOM KUDIRKA, PRESIDENT & CEO, 2015, INC.
GIGnews recruited Melanie Cambron,
known by most in the industry as The Game Recruiting
Goddess, to use her skills for the good of gamekind and
recruit some of the big names in the industry to give us
all valuable insight into what they do and how they do
it.In this interview, Melanie chats up Tom
Kudirka, Founder, President, and CEO of 2015, Inc.
Originally from Omaha, Nebraska, Tom received degrees in
Business Information Systems and Electronics before
moving to Tulsa as a Field Engineer for Lucent
Technologies. His flexible schedule afforded him the
time to start multiple business ventures, and his love
of technology and gaming led him to form 2015 in 1997.
Founded with the goal of producing the next generation
of innovative first person action games, 2015 has grown
under Tom’s direction from a start up of literally no
full time employees to a major force in game development
staffed with some of the finest veterans in the
industry. Tom served as Producer for the company’s first
project, an add-on pack for the game Sin, Wages of
SiN. Wages of SiN won critical acclaim with
many reviewers pronouncing it better than the original
game. This product introduced 2015 to the gaming
community and allowed Tom to crystallize his development
philosophy: high quality, on time.
Under the brand name Trainwreck Studios Tom and his team
developed two titles for the budget software market,
Laser Arena and CIA Operative, and grew the
studio in experience and personnel. 2015’s most recent
release, Medal of Honor Allied Assault,
represents the culmination of Tom’s efforts as a studio
head. The game received accolades from its earliest
public appearances and was awarded Best PC Game of Show
at the 2001 E3. Tom is currently steering the studio
through the transition to the console market and 2015
has two highly anticipated projects in production,
including the recently announced Men of Valor:
Vietnam.
MC:
I daresay that the average game player on the street
would be surprised to learn that one of the most lauded
games in recent memory was created in Oklahoma. What
challenges have you faced in getting the talent you need
to live and work in Oklahoma? You’ve obviously
succeeded, so what ultimately wins folks over?
TK: The main
challenge in recruiting potential employees to consider
Oklahoma is the stigma that Tulsa is a barren, desolate
small town with nothing to do. Tulsa is actually a very
modern, clean and growing community. We’ve been very
successful bringing talent into Tulsa once we point out
that Tulsa offers a higher quality of life. Tulsa has
very little traffic and very low crime. It takes most of
my guys about five to ten minutes to drive to work. Our
office is located in a newer part of town where it is
surrounded by new apartments and new subdivisions. Real estate costs are very low when compared to other game
development cities. Many of our employees loved to move
to Tulsa because they found a place where they could
afford to build a new home for their families and their
wives did not have to work. The difficult part of
recruiting individuals is getting them to be open to a
visit to Tulsa. Once they get here and see the office
and the city then they’re very excited.
MC: Also, in
terms of winning folks over, I’m sure many game
developers would love to know how you went about getting
EA to hand over the MOH reins for Medal of Honor
Allied Assault?
TK:
Electronic Arts had
just finished working on the initial Medal of Honor game
for Playstation when they set out looking for a team to
development a PC Medal of Honor product. Several
other development studios recommended 2015 as the hot
new team on
the block. EA flew
in to Tulsa and talked with us. Before long we had a
development contract in hand to develop a prototype
using the Quake III engine. The prototype really
showed off our art and programming talents, so once EA
saw the prototype, we were the team.
MC:
GIGnews receives many questions from aspiring game
designers, most along the lines of "What sacrifices will
you have to make to even get published?" What sacrifices
can developer hopefuls expect to make?
TK: Game development
really takes over your life. The obvious sacrifice that
comes to mind is the amount of time that needs to be
dedicated to making games. Crunch time is unavoidable.
We always strive to get that one last feature in to make
the game great.
MC: In its
November issue, GameInformer Magazine awarded MOHAA's
Omaha Beach landing the fourth greatest moment in video
game history. There’s obviously a wealth of material on
World War II, so how do you even start on a game like
that in terms of research and putting together the
story?
TK:
It’s actually amazing how
much information on WWII and D-day is on the Internet
and in books. By the time the game was complete we had
collected quite a library of information.
MC: Richard
Garriott, among others, has mentioned Joseph Campbell’s
The Power of Myth as a source of inspiration.
Will Wright has mentioned Scott McCloud’s
Understanding Comics as a big inspiration. One of
the many things Bruce Shelley said he learned working
with Sid Meier is to do a lot of your basic research in
the children’s section of the library. Are there any
books, in particular, that you believe are "must reads"
for game inspiration?
TK:
Myths, legends, and fairy
tales are excellent sources of inspiration because they
build complex stories, with inexhaustible shades of
meaning, out of very simple characters and easy to
understand situations. A good game design does the same
– takes simple, easily understood elements with
intuitive interactions and builds a complex and
compelling player experience.
MC: Gamespy gave
MOHAA the best game sound award for 2002. In their
commendation they note "it was obvious a lot of care
went into crafting the game's audio. With the audio
detail turned up, you felt like you were really there,
not just sitting in front of a screen, and that's
probably the best compliment we can give it." What does
it take to make a game’s sound that good?
TK: Today’s game
sound effects are more complex then ever. Most sounds
are created in a sound studio where the same time and
effort are comparable to the creation of movie sounds.
In order to make a game’s sound effects good, care must
be taken to make the sounds feel realistic. A majority
of sounds are actual recordings of a Garand or MP40.
Sometimes the actual recordings need to be tweaked
because they don’t sound real to the human ear, it’s
actually quite an art. Although 2015 was responsible for
the development of MoHAA the credit for the sound and
music does go to the guys at Electronic Arts. They
really did a great job.
MC:
Having achieved greatness in the PC market you've
decided to make your way in the world of console game
development. What unforeseen challenges or differences
have you encountered in console versus PC game
development?
TK:
One word: MEMORY. Consoles have very strict
memory limitations that restrict how much content can be
displayed on the screen at any given time. It takes a
little while to get everyone to continuously be aware of
this limitation.
MC: An
increasing number of schools are offering degrees in
game design. Do you think game design is something that
can be taught in a school environment?
TK: There are some
basic principles of game design that can probably be
taught in a classroom, but we’ve yet to see evidence
that current programs are actually teaching them. So
much of being a successful designer is about working
with a team, communicating with idiosyncratic
personalities, and adapting your plan to commercial
requirements or technical limitations while preserving
its essential goals. I think you’d learn these skills a
lot better at a regular four-year university, training
in the sciences or humanities and socializing with
people of disparate interests, than you would in a
program focused on games, with a student body that is
similarly obsessed.
MC: Last
year, 2015 and Vivendi announced a worldwide development
deal for an upcoming action title. What can you tell us
about the project?
TK: The game is
called Men of Valor: Vietnam™ and is being
developed for the Xbox and PC platforms. The game is
being published by Sierra Entertainment and is a
historical first-person shooter that portrays infantry
combat during the Vietnam War. People really responded
on an emotional level to the intensity and authenticity
of some of the combat in Medal of Honor Allied
Assault, and we’re taking those features to the next
level with Men of Valor. The Xbox has the power
to really portray the atmosphere of the jungles and rice
paddies of Vietnam, and our designers are doing a great
job constructing the natural environments and
researching the historical encounters portrayed in the
game.
MC: What
do you see as the next big development in the games
industry? Do you foresee any particular trends?
TK: I think we’ll
see further consolidation of publishers and more
competition for access to high profile development
teams. Fewer mid-budget titles and an expansion of
development budgets overall is likely, especially when
the next generation of consoles hit. Cooperative play
seems to be catching on and I think you’ll see online
cooperative games making a bigger splash on the consoles
than PC style competitive multiplayer games.
MC: If
you could narrow your success down to three key
elements, what would they be?
TK: Plan your work
and work your plan. High quality, on time. And take care
of your employees. Give them the best office space,
bonuses, working environment and benefits you can
because they are EVERYTHING to a game company.
MC: I recently
read that it is against the law in Tulsa to open a soda
bottle without the supervision of a licensed engineer.
The next time I’m in Tulsa and hankering for a Coke,
will you help me out?
TK:
It’s against the law?
Cool.
AUTHOR
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as THQ, Midway, and Infogrames. Featured in
Game Design: Secrets of the Sages for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview with Alain Tascan
(December 2002)
Interview with Larry Holland
(October/November 2002)
Interview With Bruce Shelley
(August/September 2002)
Interview With BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu
Suzuki and Will Wright
(June 2002)
Interview With Elonka Dunin
(May 2002)
Interview With Will Wright
(April 2002)
Interview With Stevie
Case and John Romero
(March 2002)
Interview With Richard
Garriott
(February 2002)
Interview With George
Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul
Steed (November 2001)
Interview With Marc
Saltzman (October 2001)
Interview With Rick Hall,
Senior Producer, Ultima Online (September 2001)
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